Re-implement the insufficient funds warning in a simpler manner
This commit is contained in:
@@ -25,6 +25,12 @@ namespace OpenRA.Traits
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[Desc("Force the DefaultCash option by disabling changes in the lobby.")]
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[Desc("Force the DefaultCash option by disabling changes in the lobby.")]
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public readonly bool DefaultCashLocked = false;
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public readonly bool DefaultCashLocked = false;
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[Desc("Speech notification to play when the player does not have any funds.")]
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public readonly string InsufficientFundsNotification = null;
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[Desc("Delay (in ticks) during which warnings will be muted.")]
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public readonly int InsufficientFundsNotificationDelay = 750;
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public object Create(ActorInitializer init) { return new PlayerResources(init.Self, this); }
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public object Create(ActorInitializer init) { return new PlayerResources(init.Self, this); }
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}
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}
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@@ -32,10 +38,12 @@ namespace OpenRA.Traits
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{
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{
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const float DisplayCashFracPerFrame = .07f;
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const float DisplayCashFracPerFrame = .07f;
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const int DisplayCashDeltaPerFrame = 37;
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const int DisplayCashDeltaPerFrame = 37;
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readonly PlayerResourcesInfo info;
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readonly Player owner;
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readonly Player owner;
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public PlayerResources(Actor self, PlayerResourcesInfo info)
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public PlayerResources(Actor self, PlayerResourcesInfo info)
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{
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{
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this.info = info;
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owner = self.Owner;
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owner = self.Owner;
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Cash = self.World.LobbyInfo.GlobalSettings.StartingCash;
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Cash = self.World.LobbyInfo.GlobalSettings.StartingCash;
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@@ -52,6 +60,8 @@ namespace OpenRA.Traits
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public int Earned;
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public int Earned;
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public int Spent;
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public int Spent;
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int lastNotificationTick;
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public bool CanGiveResources(int amount)
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public bool CanGiveResources(int amount)
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{
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{
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return Resources + amount <= ResourceCapacity;
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return Resources + amount <= ResourceCapacity;
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@@ -111,9 +121,19 @@ namespace OpenRA.Traits
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}
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}
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}
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}
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public bool TakeCash(int num)
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public bool TakeCash(int num, bool notifyLowFunds = false)
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{
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{
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if (Cash + Resources < num) return false;
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if (Cash + Resources < num)
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{
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if (notifyLowFunds && !string.IsNullOrEmpty(info.InsufficientFundsNotification) &&
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owner.World.WorldTick - lastNotificationTick >= info.InsufficientFundsNotificationDelay)
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{
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lastNotificationTick = owner.World.WorldTick;
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Game.Sound.PlayNotification(owner.World.Map.Rules, owner, "Speech", info.InsufficientFundsNotification, owner.Faction.InternalName);
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}
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return false;
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}
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// Spend ore before cash
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// Spend ore before cash
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Resources -= num;
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Resources -= num;
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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Activities
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.StartRepairingNotification, self.Owner.Faction.InternalName);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.StartRepairingNotification, self.Owner.Faction.InternalName);
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}
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}
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if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost))
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if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
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{
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{
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remainingTicks = 1;
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remainingTicks = 1;
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return this;
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return this;
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@@ -115,7 +115,7 @@ namespace OpenRA.Mods.Common.Traits
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));
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RepairActive = activePlayers > 0;
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RepairActive = activePlayers > 0;
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@@ -458,7 +458,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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var costThisFrame = RemainingCost / RemainingTime;
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !pr.TakeCash(costThisFrame))
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if (costThisFrame != 0 && !pr.TakeCash(costThisFrame, true))
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return;
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return;
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RemainingCost -= costThisFrame;
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RemainingCost -= costThisFrame;
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